LCOV - code coverage report
Current view: top level - source/simulation2/system - SimContext.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 2 2 100.0 %
Date: 2023-01-19 00:18:29 Functions: 2 2 100.0 %

          Line data    Source code
       1             : /* Copyright (C) 2016 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_SIMCONTEXT
      19             : #define INCLUDED_SIMCONTEXT
      20             : 
      21             : #include "Entity.h"
      22             : 
      23             : class CComponentManager;
      24             : class CUnitManager;
      25             : class CTerrain;
      26             : class ScriptInterface;
      27             : 
      28             : /**
      29             :  * Contains pointers to various 'global' objects that are needed by the simulation code,
      30             :  * to allow easy access without using real (evil) global variables.
      31             :  */
      32             : class CSimContext
      33             : {
      34             : public:
      35             :     CSimContext();
      36             :     ~CSimContext();
      37             : 
      38             :     CComponentManager& GetComponentManager() const;
      39             :     void SetComponentManager(CComponentManager* man);
      40             : 
      41             :     bool HasUnitManager() const;
      42             :     CUnitManager& GetUnitManager() const;
      43             : 
      44             :     CTerrain& GetTerrain() const;
      45             : 
      46             :     ScriptInterface& GetScriptInterface() const;
      47             : 
      48          45 :     void SetSystemEntity(CEntityHandle ent) { m_SystemEntity = ent; }
      49          62 :     CEntityHandle GetSystemEntity() const { ASSERT(m_SystemEntity.GetId() == SYSTEM_ENTITY); return m_SystemEntity; }
      50             : 
      51             :     /**
      52             :      * Returns the player ID that the current display is being rendered for.
      53             :      * Currently relies on g_Game being initialised (evil globals...)
      54             :      */
      55             :     int GetCurrentDisplayedPlayer() const;
      56             : 
      57             : private:
      58             :     CComponentManager* m_ComponentManager;
      59             :     CUnitManager* m_UnitManager;
      60             :     CTerrain* m_Terrain;
      61             : 
      62             :     CEntityHandle m_SystemEntity;
      63             : 
      64             :     friend class CSimulation2Impl;
      65             : };
      66             : 
      67             : #endif // INCLUDED_SIMCONTEXT

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